17,530 Commits over 1,614 Days - 0.45cph!
NeedWeightThreshold Trigger operator switch updated
Fixed NRE in ZoneSeasons.SetupRockPrefabs()
First pass at generic asset prefab and view prefab management in BeforeEditorTab (currently working for Buildings)
Little BuildingView and Resource cleanup
Some more work on generic view/skin handling in BeforeEditor
BuildingSettings fixed to show config window
Second pass at better prefab and view handling for buildings/resources etc
Fixed some annoying layout issues
Removing redudant code in BeforeEditorResources
Better asset editor toolbar buttons (rename/copy/delete/select)
Fix for BeforeEditorTab DrawStandardInspector NRE
WeatherSettings tweaks
Added rain weathersettings
Fixing GameManger ExitToMenu issues
Added Reset methods for some Managers and PlayerComponents
WorldZones destroys Zones on Reset
Nuked a load of old prefabs
Reworking ingame debug UI overlay (accessible via F12)
Added buttons to quickly change the current Season (also sets TOD Cycle month to the first month listed in the season)
Started expanding AudioManager. Now loads music clips and stores a dictionary of music organised by season. Music randomisation coroutine no longer uses WaitForSeconds, so doesn't bug out when timescale is changed.
Added some event music files, converted all music to ogg
Fixed NRE in ZoneSeasons when firing OnSeasonChange
Ignore cleanup. /Assets/Scripts/Local now ignored. Please use for your filthy crap that no one wants.
Re-worked graphics options to work better and without bloated UI widgets.
Reading graphics options from ini files... not sure how this works with builds yet
Adding the new tonemapper and updated Candlelight plugin
read/write INI files in persistentDataPath
Added some front-end calculation display for Attributes in the Before Editor
Check out my abs (olute values)
Removed startup UI because startup UIs are silly. Game starts a new game on first startup, loads existing save if available.
Fixed a couple of UI issues
Improved View handling in Species editor
Sepcies Unit prefab and view creation improvements
Fixed NRE in GroupSpawner
Fixed issue with species prefabs not being created properly
Species unit prefab now sets up all required components properly
Changed prefab naming convention ("." replaces "_")
Biome species list NRE fix
SpeciesSettings.GetViewPrefab NRE/index fix
Actually fixing that method
Merge from interaction refactor
Updated GSD for tribe changes
New Startup/Logo UI for standalone build
Bad usings in species settings
Fixed FoliagGroup material copying/assignment not working
Cleaned up DebugUIZoneTab a bit
ISelectable improvements, added widget and some listeners in GameUI
More PlayerController and interaction tweaks, killed some weird bugs with rect selection. Lots o' cleanup
Added FollowWorldSpaceTransform() method to UIWidget base class
Moved interaction interfaces to their own files
Shift/Ctrl modifier key handling in PlayerController
Added ItemSettings / Item / IItem
Reworking ResourceSettings / Resource
SmartObject reference now passed through ActionChain CreateAction and so forth
Re-wrote HarvestResource
Updated Before Editor tabs for Action and Resource
Fixed SmartObject Init setting incorrect subscriber count
Fixed SmartObject incentives list not being initialized
Fixed BeforeEditor CreateNewView naming skin transform incorrectly
PlayerController now handles smart object interactions in a nice generic way, so right clicking on any ISelectable with an SO component will call TrySubscribe for the first Incentive available
Deleted some old actions
"Fixing" some NREs in ActionChain